COC Bases: TH16 All Layouts (War, Farming, Defense & More)
All TH16 layouts in one place — war, farming, defense, hybrid, anti-2 star, anti-3 star, anti-air, trophy, and balanced designs for every goal.
Complete Guide to TH16 Base Layouts
Town Hall 16 introduces permanent merged defenses, giving base builders fewer
individual defensive buildings but several much stronger defensive positions.
The Multi-Archer Tower can pressure multiple troops at once, while the Ricochet
Cannon can damage a second ground target after its first shot connects.
A strong TH16 base layout should use these merged defenses as
part of a complete defensive plan rather than placing them together only because
they are powerful. The layout must also account for the Giga Inferno, Eagle
Artillery, Monolith, Spell Towers, Scattershots, defending Heroes, traps,
Hero Equipment and highly flexible ground and air armies.
Use this hub to choose the type of Town Hall 16 layout that matches your current
goal. War, farming, hybrid, anti-air, anti-2-star and anti-3-star layouts use
different Town Hall positions, defensive spacing and pathing decisions.
TH16 War Layouts
TH16 war layouts are designed to make a planned three-star attack difficult. They separate major defenses, create uncertain entry choices and preserve dangerous back-end compartments after the attacker reaches the Town Hall.
Choose a war layout when Clan Wars or Clan War Leagues are your main priority. A useful design should force attackers to divide Heroes, spells and Siege Machine support between the Giga Inferno, Eagle Artillery, merged defenses, Monolith and other important targets.
TH16 Farming Layouts
TH16 farming layouts distribute Gold, Elixir and Dark Elixir storages across defended sections of the village. The aim is to prevent one entry from reaching every valuable storage while you continue upgrading Heroes, pets, troops, equipment, walls and merged defenses.
Avoid placing all storages in one compact central group. Separated storage areas can make attackers choose between collecting resources, securing the Town Hall and completing the entire base.
TH16 Defense Layouts
Defense layouts are intended for regular multiplayer, trophy defense and ranked play. They balance Town Hall protection, percentage denial, air and ground coverage, defensive Hero placement and the survival of important defenses throughout the attack.
This category is suitable when you want broad protection against several attack styles rather than a layout designed for one specific war opponent.
TH16 Hybrid Layouts
Hybrid layouts combine resource protection with trophy and star defense. Storages may be used as high-hitpoint buffers, but they should not create a direct path toward the Town Hall or prevent nearby defenses from supporting one another.
Choose a hybrid layout when you want one active Home Village design for regular progression instead of switching frequently between separate farming and defensive bases.
TH16 Anti-2-Star Layouts
Anti-2-star layouts focus on making both the Town Hall and the required destruction percentage difficult to secure. They may use a deeply protected Town Hall, defended percentage buildings, awkward Siege Machine routes or compartments that require an early Hero and spell commitment.
This style is useful when opponents regularly take the Town Hall and enough outside buildings without placing the rest of their army under serious pressure.
TH16 Anti-3-Star Layouts
Anti-3-star layouts may allow a determined attacker to reach the Town Hall but try to prevent the complete clear. Major defenses are separated, pathing is less predictable and strong back-end damage remains after the main entry.
Choose this style for war when denying the third star matters more than producing the lowest possible destruction percentage.
TH16 Anti-Air Layouts
TH16 anti-air layouts use Air Defenses, Sweepers, Multi-Archer Towers, Scattershots, air traps, defending Heroes and separated defensive zones to disrupt Dragons, Electro Dragons, Balloons and air Siege Machine entries.
Use an anti-air layout when defensive replays show that flying armies repeatedly gain safe funnels, excessive chain value or predictable access to the Town Hall.
TH16 Legend and Ranked Layouts
Ranked and high-trophy layouts should prepare for repeated attacks from different armies and Hero combinations. They need broad defensive coverage, difficult percentage collection and enough back-end damage to challenge surviving troops.
Review several defensive results before judging the layout. One unusually strong attack does not necessarily reveal a permanent structural weakness.
What Makes Town Hall 16 Base Building Different?
The main TH16 base-building feature is defense merging. Two maximum-level Archer Towers can be permanently combined into one Multi-Archer Tower, while two maximum-level Cannons can be combined into one Ricochet Cannon.
Once buildings have been merged, they cannot be separated again. This changes the shape of the village because several smaller defensive positions are replaced by fewer, stronger defenses. Base builders must decide where those high-value defensive zones provide the most useful coverage.
TH16 still uses a separate Eagle Artillery, unlike TH17 where the Eagle is merged into the Town Hall. The TH16 Town Hall also retains a multi-target Giga Inferno and releases a Poison effect when destroyed. This makes the Town Hall compartment an important part of both pathing and spell timing.
Multi-Archer Tower Placement
A Multi-Archer Tower can target up to three attacking units. When fewer targets are available, it concentrates more of its attacks on the remaining troops. It can target both ground and air units, making it useful against grouped armies and support troops.
Place it where its long range covers a likely route without allowing a Hero, Siege Machine or long-range troop to remove it safely from the edge.
Ricochet Cannon Placement
The Ricochet Cannon targets ground units and can bounce damage from its first target to a second target. It is especially useful where ground troops, attacking Heroes and support units are likely to move close together.
Avoid placing both Ricochet Cannons where one ground entry can remove them together. Separated positions create more than one dangerous ground-defense zone.
How to Use Multi-Archer Towers Effectively
Multi-Archer Towers can pressure several parts of an army at the same time. Their value increases when attacking troops remain inside their range instead of destroying the defense immediately or moving around its coverage.
Cover Support-Troop Routes
Position a Multi-Archer Tower where it can reach Healers, Witches, Archers, Wizards, Minions or other supporting units moving behind the main attacking force. Buildings and walls should guide those units through its range.
Protect It from Early Heroes
Check whether an Archer Queen, Royal Champion, Minion Prince or another Hero can remove the tower from outside the main defensive area. Add overlapping coverage when the defense is exposed to a simple Hero entry.
Support Air Defense
Because Multi-Archer Towers target both ground and air, they can strengthen routes between Air Defenses, Sweepers and Scattershots. Keep them separated enough that one spell-supported entry does not remove the complete anti-air zone.
Avoid Excessive Core Value
Do not automatically place both Multi-Archer Towers beside the Town Hall, Monolith and Spell Towers. One successful core entry should not remove most of the village’s strongest defenses.
How to Use Ricochet Cannons Effectively
Ricochet Cannons are ground-only defenses, so their placement should support the routes most likely to be used by ground armies and attacking Heroes.
Create Ground Crossfire
Position Ricochet Cannons so that important ground routes enter coverage from more than one defense. This makes it harder for one tanking unit to protect the entire army.
Use Bounce Damage Deliberately
Their second-target damage is more useful when Heroes, support troops and durable front-line units travel close together. Use walls and building offsets to create routes where this grouping is likely.
Protect against Royal Champion Entries
Ricochet Cannons are valuable targets for defense-seeking troops and Heroes. Check whether the Royal Champion can remove one and continue directly toward another major defense without changing direction.
Balance Ground and Air Coverage
Ricochet Cannons cannot target air units. Do not place too much defensive strength in ground-only zones while leaving obvious air paths through the base.
Building Around the TH16 Giga Inferno
The TH16 Town Hall attacks multiple ground and air units and leaves a Poison effect after it is destroyed. A useful layout should make attackers decide how much army strength, spell support and Hero Equipment they will commit to the Town Hall compartment.
Central Town Hall
A central Town Hall can remain active longer and may force attackers through several defended layers. This style is useful for anti-2-star designs, but it should not place every major defense inside one compact core.
Offset Town Hall
An offset Town Hall can pull attackers away from the Eagle Artillery, Monolith or important back-end defenses. Its route should lead into meaningful defensive pressure rather than offering an inexpensive first objective.
Teaser Town Hall
A teaser-style Town Hall encourages entry from a specific side. Surrounding traps, defending Heroes and nearby defenses must punish that choice, or the placement simply gives the attacker an easy star.
Town Hall Poison Zone
Consider where troops are likely to move after destroying the Town Hall. Buildings and walls can keep surviving units inside the Poison area or force them to take an inefficient route toward the rest of the village.
Balancing the Town Hall and Eagle Artillery
At TH16, the Town Hall and Eagle Artillery remain separate defensive objectives. Their relationship can influence the attacker’s entry decision.
Placing both in the same section can create powerful overlapping coverage, but it may also allow one entry to remove both high-value targets. Separating them can force the attacker to divide the army, use additional spells or leave one defense active for longer.
Separated Objectives
Separate the Eagle Artillery and Town Hall when you want to force a choice between early Town Hall security and early long-range defense removal. The remaining route should still contain enough defenses to punish the decision.
Connected Objectives
Place them in supporting zones only when the surrounding layout prevents one protected troop group from removing both. Use compartments, walls and defensive spacing to create different access points.
Important Defensive Zones at TH16
TH16 contains several defenses attackers may try to remove before deploying their main army. Avoid placing all of these targets within one Hero path, spell area or Siege Machine route.
- Town Hall zone: create meaningful Giga Inferno and Poison value without building one overloaded central compartment.
- Eagle Artillery zone: protect it from simple early removal while keeping it separate from excessive core value.
- Multi-Archer Tower zones: cover air and ground routes where several troops are likely to remain within range.
- Ricochet Cannon zones: defend ground paths used by Heroes, Root Riders and other durable troops.
- Monolith zone: place it where high-hitpoint troops and Heroes cannot avoid its coverage easily.
- Spell Tower zones: select settings that support the surrounding defensive purpose instead of copying another player’s setup automatically.
- Scattershot zones: cover likely troop groups without placing both Scattershots on one removable route.
- Defending Hero zones: create multiple defensive encounters instead of grouping every Hero in one compartment.
- Back-end zone: preserve enough damage to challenge troops that survive the Town Hall and first major defensive section.
Common TH16 Attack Threats
TH16 attackers can combine Heroes, equipment, pets, Clan reinforcements, Siege Machines and powerful ground or air armies. No layout should be described as capable of stopping every possible strategy.
Root Rider and Heavy Ground Armies
Root Riders target defenses and can break through walls, reducing the value of layouts that rely on one simple wall line. Use separated compartments, ground crossfire and protected back-end defenses to prevent one push from travelling through the complete village.
Super Witch and Smash Armies
Durable smash armies can combine tanks, support troops, Heroes and spells inside one protected group. Avoid building a straight route that connects the Eagle Artillery, Town Hall, Monolith and merged defenses.
Dragon and Air Armies
Dragons, Electro Dragons and Balloons can punish grouped defenses, predictable Sweepers and weak air coverage. Use building spacing to reduce chain value and avoid placing every Air Defense on one accessible side.
Hero-Led Entries
Hero Equipment and pets allow Heroes to remove large sections before the main army arrives. Check whether one Hero route can reach a merged defense, Spell Tower, Monolith, Eagle Artillery and Town Hall without changing direction.
Spirit Fox Entries
Spirit Fox can make itself and its assigned Hero temporarily invisible. Layouts should not depend on one defense immediately stopping a Hero if invisibility allows that Hero to continue toward another important target.
Separate key defensive buildings so an invisible Hero must travel farther between valuable objectives.
Troop Launcher Attacks
The Troop Launcher is available at TH16 and can deliver supporting troops toward units already fighting inside the village. Because it remains at its deployment point, its support may enter the battle differently from a moving Siege Machine.
Avoid relying on one distant defensive section remaining untouched simply because a conventional Siege Machine would need to travel toward it.
Hero Equipment and Defensive Pathing
Hero Equipment allows attackers to adapt Heroes for long-range damage, wall access, healing, invisibility, troop support and other roles. A TH16 base should not depend on one expected version of a Hero ability.
Protect against Long-Range Value
Avoid aligning several important defenses in one direct line from the edge. Long-range equipment or supporting troops may damage multiple targets before the main army enters the village.
Avoid One Complete Hero Route
A single Hero should not be able to remove an entire side containing a Scattershot, merged defense, Spell Tower, Eagle Artillery and defending Hero. Use offsets and separated compartments to interrupt the route.
Separate Defending Heroes
Defending Heroes placed in different sections create several encounters. This reduces the chance that one spell or equipment activation controls every defensive Hero at once.
Review Hero Banner Positions
Current Hero Hall mechanics allow players to select active and defending Heroes. After copying a layout, confirm that each Hero Banner supports the Hero you intend to use on defense.
TH16 War Layout or Ranked Layout?
A war attacker can study the base and prepare a specific army, equipment setup and entry plan. War layouts therefore benefit from uncertain pathing, separated defensive objectives and traps aimed at likely custom attacks.
Ranked and multiplayer layouts may face a broader mixture of armies over several defenses. They need balanced ground and air coverage and should avoid one weakness that can be repeated by many attackers.
Choose a War Layout When
Your priority is preventing a planned three-star attack, preserving difficult back-end defenses and forcing the attacker to divide spells and Heroes between multiple objectives.
Choose a Ranked Layout When
Your priority is broad performance against several troop combinations and reducing repeated high-destruction results across a series of defensive battles.
How to Choose a TH16 Layout from This Page
Begin with the purpose of the layout instead of selecting the most compact or unusual-looking design. Farming, anti-2-star and anti-3-star layouts should be evaluated according to different objectives.
- Choose the correct category: decide whether your main goal is war, farming, ranked defense, resource protection, anti-air defense or star denial.
- Inspect the Town Hall route: determine which Heroes, troops and Siege Machines can reach the Giga Inferno from each side.
- Review merged-defense positions: avoid allowing one entry to remove multiple high-value merged defenses.
- Check the Eagle Artillery relationship: decide whether it creates a separate objective or excessive value beside the Town Hall.
- Inspect air coverage: review Multi-Archer Towers, Air Defenses, Sweepers, Scattershots and likely Dragon or Balloon routes.
- Inspect ground routes: review Ricochet Cannon coverage, wall openings and paths used by Root Riders and attacking Heroes.
- Check the back end: enough defensive power should remain after the attacker reaches the first major objective.
- Match your upgrade levels: a copied base may perform differently while merged defenses, Heroes, pets or walls are still being upgraded.
How to Use TH16 Copy Links
Open the copy link for the layout you want and review the full design in the Clash of Clans Layout Editor. Confirm that every building, wall, trap, defense and Hero Banner has been placed before saving or activating the base.
If you have not completed every defense merge, the copied layout may require you to place available buildings manually. Merging is permanent, so the structure of your village may differ from a fully developed TH16 base until those upgrades are complete.
After copying, inspect the Spell Tower settings, Inferno Tower modes, X-Bow settings, Air Sweeper directions, defending Heroes, Clan Castle position, Town Hall route and trap placements. These settings may not automatically match your upgrades or preferred strategy.
Common TH16 Base-Building Mistakes
- Grouping all merged defenses: one successful entry may remove several of the strongest buildings at the same time.
- Ignoring the second target: Ricochet Cannons provide less value when ground troops never travel close enough for useful bounce damage.
- Exposing Multi-Archer Towers: attackers may remove them before their multi-target coverage affects the main army.
- Building one overloaded core: placing the Town Hall, Eagle Artillery, Monolith, Spell Towers and merged defenses together creates excessive value.
- Ignoring the Town Hall Poison: troop pathing after the Town Hall falls should be part of the base design.
- Using straight defensive routes: one ground push may travel directly through every major objective.
- Creating excessive chain value: grouped buildings can make Electro Dragon and other chaining attacks more efficient.
- Designing only against ground armies: Ricochet Cannons do not target air units, so dedicated air coverage remains necessary.
- Ignoring Hero Equipment: attackers can change Hero roles and may not use the entry pattern your base expects.
- Copying settings without review: defensive modes and Hero positions should support the actual design.
- Replacing a layout after one replay: evaluate repeated attack patterns before deciding that the complete base has failed.
When Should You Change Your TH16 Layout?
Adjust the layout when several defensive replays show the same successful entry, Hero route, Siege Machine path, Town Hall approach, merged-defense weakness or unprotected back-end section.
Begin with a targeted adjustment rather than replacing the complete design. Change a wall opening, move an exposed merged defense, separate important targets, alter a trap group, revise a Hero Banner or strengthen the final section of the base.
Review additional defensive battles after each meaningful change. Changing too many elements at once makes it difficult to identify which adjustment improved or weakened the layout.
Why Rotating TH16 Layouts Can Help
Layout rotation can be useful when opponents recognize the same design or when one base repeatedly performs poorly against the armies common in your current league or Clan War environment.
Rotation should be based on defensive evidence rather than a fixed schedule. Keep separate layouts for war, farming, ranked defense and anti-air use when those goals require different Town Hall positions and defensive structures.
How These TH16 Layouts Are Reviewed
Layouts may be community-submitted or editorially reviewed for their Town Hall level, image, category, visible structure and copy-link availability. Publication does not automatically mean that a layout has undergone controlled defensive testing.
Visit the layout review methodology to learn how submissions, descriptions, corrections, review labels and testing information are handled.
Explore this page to choose a TH16 base layout for war, farming, ranked defense, resource protection, air defense or star denial. No Town Hall 16 Clash of Clans base can guarantee a successful defense. Review your defensive replays and adjust merged-defense positions, Town Hall access, defensive Heroes, traps, walls and back-end compartments according to the attacks you actually face.